List of all the set up for the unblockable

unblockables don’t work in training mode (or anytime you play AI) unless the opponent is set to manual. then you’ll need somethin to hold it in blocking direction. weird, i know.

ummm… yeah. thanks captain obvious… lol

think everybody knows this… sorry fer the flame but yeah… NOOB.

=D

Hi everyone…

any new setups? =]

wow. do you not like to read posts that i was REPLYING TOO? :confused:

if somebody doesnt know how the game works,. i’m gonna let em know. obvious or not.

causing forced rolls in midscreen/corner is another setup for sents unblockable.

Can I do unblockable when my opponent is falling form Sj? like - opponent Sj, fall, you do a crouch Hp?

^yes.

Can I do unblockable after a Commando AAA, when opponent is falling?
Some players flies with magneto(if it has the unlfy glitch) when their falling from a Commando AAA, so isnt it to prevent a unblockable?

u can def unblockable off of commando’s AAA when ur opponent is falling u just gotta time it right?? and can u seriously unblockable if a character is in superjump mode??

^^yes, flying is to prevent it. you can also do the float glitch, air dash, or even throw out an attack in some cases to change the speed of your fall.

^yes you really can hit it while they fall from commando. the timing is precise. why would you think the type of jump would effect the unblock? Its not a traditional guard break :wink:

so it doesnt matter if they are in nj or sj mode . u can still unblockable either way?

exactly.

so is the timing a lot more strict for sj mode?? or is it the same thing?

well, the faster they fall, its different timing, but it pretty much feels the same. You are still trying to get the beam under them, you just have to adjust for the speed of the descent. its obviously gonna be alot different if they are falling really fast, from like cable or commando AAA, or if its a slow fall, or something you can prepare for readily, like cyke AAA, or a normal jump.

also keep in mind that vs. a (good) human opponent, they will imploy mad strategy to not fall into this, although its a good idea to still throw it out there to limit thier option tree, and get them or keep them in the air in general, where sents range & priority are godlike. Just practice it, and youll get the hang of it.

alright thanx for the info risunomeijin

You play combofiend at all? If you do you should fuck with that:

(Wall)

Flying RH+MagsxxunflyxxRH, short (land) dashxxshort, jabxxsjc short, ff, throw

there are many ways to get them to this point, this is what i like to do cause it doesnt involve HSF. You can obviously launch, short, ff, throw as well, or just catch them on the wall and knock them into IM in general.

short, RP, short + IM, FPxxunfly

i saw you mention this one earlier, again, there are many ways to knock them into IM, even midscreen outta a launch or HSF low juggles, this is just the most damaging outta a wall throw

the only part that really applies to this thread xD is that instead of HSF relaunch after knocking them into IM try a c.jab unrollable (forced roll) into the unblock. You wont always be able to get the rocket punch after the roll if they are like mad far away (eg not on the wall) but you can always DHC to proton cannon no matter how far away they are.

i was thinking the same thing about that DHC into IM’s proton from sents unblockable.

Whats hella funny is when youve got sent on point, you counter to magsxxMTxxPC
Ppl never expect that shit, and generally leave themselves open for framekill vs. sent in my experience.

60% corner setup with Sent/Strider-y

Launch + Strider, sj. lk, sj. hk, bird hits, sj. lp xx dp rocket, sj. fp (land), cr. lk(otg).

Pretty cool setup to do. Also, if you don’t want to do unblockable for some reason, just tack on a st. hk after the cr. lk otg and you can do a small mixup game or start a stomp pattern or something.

Sorry for the double post, but here is a 75% corner unblockable set up for Sent/Strider-Y in the corner.

cr. lk + strider, cr. mp xx rp, assist hits, dash up launch, sj. lk, sj. lp xx rp, sj. fp, sj. fk(forced otg roll).

The timing for launching after the assist hits takes a bit of getting used to, but it’s pretty easy. If you can’t get the timing for the launch after the bird hits though, you can just sj. after them for 6 points less damage.

Struggling to do Sentinels unblockable after the opponent gets snapped out or one of their characters ko. The c.hp one?

I wanna at least learn how to do it on Psylocke but having trouble hitting it.

Who does it work on other than Psylocke?
What distance, timing etc does it require?
Thanks